POV-Ray : Newsgroups : povray.binaries.images : Lava Cestel [WIP] : Lava Cestel [WIP] Server Time
14 Aug 2024 20:26:22 EDT (-0400)
  Lava Cestel [WIP]  
From: Rafal 'Raf256' Maj
Date: 12 Sep 2002 07:19:04
Message: <Xns928786C5C82CAraf256com@204.213.191.226>
This is a very begining of WIP, there is nothing interesting here, besides 
- that scene uses _no_ lights :)

I assued assumed gamma 1.0 and radiosity + lava with ambient 2.0
alsow some light is given by sky_sphere, but must lighting comes from lava.

Are this shadows, especialy this bright corners and wall/floor connections 
realistic ? The floor is made from metal (that is not noticed because 
radiosity light doesn't use specular) and probably therefore floor/wall 
intersection is so bright.
I'm going to add media into rom (dust - scaterring, maybe absorption) and 
make more complex shape of hole. 

Radiosity settings - 
count 50, error 1 gives general idea of lighting but is extremly spotchy, 
count 300 error .6 is good, but corners are spotchy, 
count 1200 error .45 - is this image - corners are quite well.

AFAIK adding even little light_source will strongly improve scene (hide 
radiosity error "dots") even if light would be .3 or so.
I'm planning to add gird of i.e. 5x5 lights along lava plane, each color 
rgb .3/(5*5). Then add media, make some models, start render and... go for 
long vacation ;)

-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


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